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		<title>Ship:Saturação de Dano - Histórico de revisão</title>
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		<updated>2026-06-24T18:29:13Z</updated>
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		<title>LUSCAO_BRABO:na em 19h07min de 13 de março de 2021</title>
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				<updated>2021-03-13T19:07:15Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot;&gt;&lt;colgroup&gt;&lt;col class=&quot;diff-marker&quot;&gt;&lt;col class=&quot;diff-content&quot;&gt;&lt;col class=&quot;diff-separator&quot;&gt;&lt;col class=&quot;diff-marker&quot;&gt;&lt;col class=&quot;diff-content&quot;&gt;&lt;/colgroup&gt;&lt;tr style=&quot;vertical-align: top;&quot;&gt;&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Edição anterior&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Edição das 19h07min de 13 de março de 2021&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Linha 1:&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Linha 1:&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;{{VideoYT|1jAaPu_FNLg|320}}&amp;lt;/div&amp;gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;{{VideoYT|1jAaPu_FNLg|320}}&amp;lt;/div&amp;gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;==&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Summary&lt;/del&gt;==&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;==&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Sumário&lt;/ins&gt;==&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Damage saturation occurs when a ship takes excessive damage to one of its compartments&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;When &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;certain amount of damage is inflicted on a compartment, it will be incapable of taking damage exceeding &lt;/del&gt;10% &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of the shell's listed alpha damage&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;When a compartment is no longer capable of taking damage above &lt;/del&gt;10% &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of the shell's listed alpha damage&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it has become damage saturated.  &lt;/del&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;A saturação de danos ocorre quando um navio sofre danos excessivos em um de seus compartimentos&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Quando uma certa quantidade de dano é infligida em um compartimento, ele será incapaz de receber dano superior &lt;/ins&gt;a 10% &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;do dano alfa listado do projétil&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Quando um compartimento não é mais capaz de receber dano acima de &lt;/ins&gt;10% &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;do dano alfa listado do projétil&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ele se torna saturado de dano&lt;/ins&gt;.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Mechanics==&lt;/del&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Ships are comprised of multiple compartments, including the bow, stern, citadel, casemate, and superstructure. Each of these compartments has a different hit point (HP) pool. There is also a shared &amp;quot;hull&amp;quot; compartment which takes damage whenever a local compartment takes damage&lt;/del&gt;.&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* Note: Some Battleships and large cruisers may have &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;second&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;upper&amp;quot; casemate which is vertically divided from its regular casemate&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;There is nothing special about this sectional division except its location&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It takes damage and can be saturated just like the bow, stern and superstructure compartments&lt;/del&gt;.&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;== Mecânica ==&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Os navios são compostos de vários compartimentos, incluindo &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;proa&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;popa, cidadela, casamata e superestrutura&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Cada um desses compartimentos tem uma quantidade de pontos de energia (HP) diferente&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Há também um compartimento &amp;quot;casco&amp;quot; compartilhado que sofre danos sempre que um compartimento local sofre danos&lt;/ins&gt;.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;* &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Note&lt;/del&gt;: &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Non-French destroyers (and [[Aigle]]) have an infinite HP pool in their casemate compartment&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and thus it cannot become saturated&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Penetrating hits to this compartment will always do full damage&lt;/del&gt;.&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;* &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Nota&lt;/ins&gt;: &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Alguns encouraçados e cruzadores grandes podem ter uma segunda casamata &amp;quot;superior&amp;quot; que é dividida verticalmente de sua casamata regular. Não há nada de especial nesta divisão seccional&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;exceto sua localização&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Ele sofre danos e pode ser saturado assim como os compartimentos de proa, popa e superestrutura&lt;/ins&gt;.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The maximum HP for these compartments are always 105% of the ship’s maximum HP. The maximum HP of the &amp;quot;hull&amp;quot; compartment is always 75% of the ship's maximum HP. The difference between these two is taken up by the bow, casemate, upper casemate &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;if it exists&lt;/del&gt;), &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;stern&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and superstructure according to their total volume&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;What this means is that larger compartment generally contain more HP&lt;/del&gt;.&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;* Nota: Os contratorpedeiros não franceses &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;e [[Aigle]]&lt;/ins&gt;) &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;têm uma quantidade infinita de HP em seu compartimento de casamata e&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;portanto&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;não pode ficar saturado&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Golpes penetrantes neste compartimento sempre causarão danos completos&lt;/ins&gt;.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;=Incoming Damage=&lt;/del&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;O HP máximo para esses compartimentos é sempre 105% do HP máximo do navio. O HP máximo do compartimento &amp;quot;casco&amp;quot; é sempre 75% do HP máximo do navio. A diferença entre estes dois é feita assumindo  casamata, casamata superior (se houver), popa e superestrutura de acordo com seu volume total. O que isso significa é que o compartimento maior geralmente contém mais HP.&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;When a shell fully penetrates and damages a compartment, its damage is divided between the local compartment and the &amp;quot;hull&amp;quot; compartment. Shells which penetrate the citadel will not divide their damage. Overpenetrating hits will apply damage to the ship, but not to any compartment (this includes the &amp;quot;hull&amp;quot; compartment).&lt;/del&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=Danos Recebido=&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If an Armor-Piercing (AP) shell fully penetrates&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the compartment it damages will be the one where the shell exploded&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This may be different from the compartment where the shell initially entered the ship&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in the case of oblique hits or long fuze times&lt;/del&gt;.&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Quando um projétil penetra totalmente e danifica um compartimento&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;seu dano é dividido entre o compartimento local e o compartimento do &amp;quot;casco&amp;quot;&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Os projéteis que penetram na cidadela não dividirão seus danos. Golpes perfurantes causarão danos ao navio&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;mas não a qualquer compartimento (isso inclui o compartimento do &amp;quot;casco&amp;quot;)&lt;/ins&gt;.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If a High&lt;/del&gt;-&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Explosive &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;HE&lt;/del&gt;) &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;shell fully penetrates&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the compartment it damages will be the one it initially contacted&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Many ships have torpedo bulges which are not part of any compartment&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and penetrating hits to these will not inflict damage on the ship nor any compartment&lt;/del&gt;.&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Se um projétil alto&lt;/ins&gt;-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;explosivo &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;AP&lt;/ins&gt;) &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;penetrar totalmente&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;o compartimento que danificar será aquele onde o projétil explodiu&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Este pode ser diferente do compartimento onde o projétil inicialmente entrou no navio&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;no caso de golpes oblíquos ou longos tempos de detonação&lt;/ins&gt;.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;For example: An AP shell from [[Yamato]] has a nominal damage of 14,800. A penetrating hit on the citadel of another ship will do exactly that - 14,800 damage. A fully penetrating hit to the casemate of another ship will do 4,884 &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;33%&lt;/del&gt;) &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;damage before saturation. 2&lt;/del&gt;,&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;442 (16&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;5%) of this damage will be applied to the local casemate compartment. Another 2&lt;/del&gt;,&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;442 (16.5%) of this damage will be applied to the &amp;quot;hull&amp;quot; compartment. If either of these compartments do not have enough HP, the damage will be reduced by the difference&lt;/del&gt;.&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Se um projétil de alto explosão &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;HE&lt;/ins&gt;) &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;penetrar totalmente&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;o compartimento que danificar será aquele com o qual entrou em contato inicial&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Muitos navios têm proteções de torpedo que não fazem parte de nenhum compartimento&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;e os golpes penetrantes neles não causarão danos ao navio nem a nenhum compartimento&lt;/ins&gt;.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Compartments, not including the citadel, have two thresholds&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;When the damage thresholds are reached, incoming damage will be reduced&lt;/del&gt;.&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Por exemplo: Um projétil AP do [[Yamato]] tem um dano nominal de 14&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;800. Um ataque penetrante na cidadela de outro navio fará exatamente isso - 14&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;800 de dano. Um golpe totalmente penetrante na casamata de outro navio causará 4.884 &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;33%&lt;/ins&gt;) &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;de danos antes da saturação&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2.442 (16&lt;/ins&gt;,5%&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;) deste dano será aplicado ao compartimento da casamata &lt;/ins&gt;local. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Outros 2&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;442 &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;16&lt;/ins&gt;,&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;5&lt;/ins&gt;%&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;) desse dano serão aplicados &lt;/ins&gt;no &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;compartimento do &lt;/ins&gt;&amp;quot;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;casco&lt;/ins&gt;&amp;quot;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Se algum desses compartimentos não tiver &lt;/ins&gt;HP &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;suficiente&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;o dano será reduzido pela diferença&lt;/ins&gt;.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;===First Damage Threshold &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Local Saturation&lt;/del&gt;)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;===&lt;/del&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;When the first damage threshold is reached in a compartment, damage values are halved&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;At this stage&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;penetrating shells will do only 16.&lt;/del&gt;5% &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;damage, all of it directed to the &amp;quot;hull&amp;quot; compartment. This effect occurs because the &lt;/del&gt;local &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;compartment has had its HP reduced to 0&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This stage can be identified by the appearance of visual blackening of the compartment&lt;/del&gt;. &lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;===Second Damage Threshold &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;Full&amp;quot; Saturation)===&lt;/del&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;When the second damage threshold is reached in a compartment&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;shell penetration damage is reduced to 10&lt;/del&gt;%&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. This is because the &amp;quot;hull&amp;quot; compartment has been completely depleted of HP. There is &lt;/del&gt;no &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;visual difference between the first and second threshold, but shells will no longer inflict damage above the 10% mark. Once the &lt;/del&gt;&amp;quot;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hull&lt;/del&gt;&amp;quot; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;compartment has been saturated all other compartments of the ship will behave as if they have reached the first saturation threshold since half of the damage dealt will be to the already depleted &amp;quot;hull&amp;quot; compartment&lt;/del&gt;.&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;===Other Effects===&lt;/del&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;====Citadel Hits====&lt;/del&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Full penetrations of the citadel will always do 100% damage, regardless of the saturation status of the hull or other compartments.&lt;/del&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;====Fire, Flooding, Ramming &amp;amp; Over-penetration====&lt;/del&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Damage from fire, flooding, ramming and over-penetations will not reduce any specific compartment’s &lt;/del&gt;HP &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;pool. Rather&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;these only affect the total HP pool of the ship. A compartment with no HP remaining may still burn or flood normally and continue dealing damage to the ship&lt;/del&gt;.&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Tips &amp;amp; Recommendations==&lt;/del&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Os compartimentos, sem incluir &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cidadela&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;têm dois limiares&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Quando os limites de dano são alcançados&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;o dano recebido será reduzido&lt;/ins&gt;.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It is recommended that players be mindful of damage saturation when attacking an enemy ship. When firing at &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ship's superstructure&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;watch for visual blackening, as shell penetrations will no longer be inflicting maximum potential damage&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If shells stop inflicting damage completely&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;alter aim to focus on a different compartment&lt;/del&gt;.&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;?&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;[[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Category&lt;/del&gt;:Regras]]&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;===Primeiro Limite de dano (Saturação local)===&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Quando o primeiro limite de dano é alcançado em um compartimento, os valores de dano são reduzidos à metade. Nesta fase, os projéteis penetrantes causarão apenas 16,5% dos danos, todos direcionados para o compartimento do &amp;quot;casco&amp;quot;. Esse efeito ocorre porque o compartimento local teve seu HP reduzido a 0. Esse estágio pode ser identificado pelo aparecimento de escurecimento visual do compartimento.&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;===Segundo Limite de Dano (Saturação &amp;quot;Completa&amp;quot;)===&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Quando o segundo limite de dano é alcançado em um compartimento, o dano de penetração do projétil é reduzido para 10%. Isso ocorre porque o compartimento do &amp;quot;casco&amp;quot; foi completamente esvaziado de HP. Não há diferença visual entre o primeiro e o segundo limite, mas os projéteis não causarão mais danos acima da marca de 10%. Uma vez que o compartimento do &amp;quot;casco&amp;quot; tenha sido saturado, todos os outros compartimentos do navio se comportarão como se tivessem atingido o primeiro limite de saturação, já que metade do dano causado será no compartimento do &amp;quot;casco&amp;quot; já esgotado.&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;===Outros Efeitos===&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;====Acertos na Cidadela====&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Penetrações totais na cidadela sempre causarão 100% dos danos, independentemente do estado de saturação do casco ou de outros compartimentos.&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;====Incêndio, Inundação, Colisão e Perfuração====&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Danos de incêndio, inundação, colisão e perfurações não reduzirão a quantidade de HP de nenhum compartimento específico. Em vez disso, eles afetam apenas o total de HP do navio. Um compartimento sem nenhum HP restante ainda pode queimar ou inundar normalmente e continuar causando danos ao navio.&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;==Dicas e Recomendações==&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Recomenda-se que os jogadores estejam atentos à saturação de dano ao atacar um navio inimigo. Ao disparar contra a superestrutura de um navio, observe o escurecimento visual, pois as penetrações do projétil não mais causarão o dano potencial máximo. Se os projéteis pararem de causar danos completamente, altere o objetivo para se concentrar em um compartimento diferente.&lt;/ins&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-separator&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker diff-marker__current&quot;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Categoria&lt;/ins&gt;:Regras]]&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>LUSCAO_BRABO:na</name></author>	</entry>

	<entry>
		<id>https://wiki.wargaming.net/pt-br/index.php?title=Ship:Satura%C3%A7%C3%A3o_de_Dano&amp;diff=1015&amp;oldid=prev</id>
		<title>caduzanon:na: Criou página com '&lt;div class=&quot;thumb tright&quot;&gt;{{VideoYT|1jAaPu_FNLg|320}}&lt;/div&gt; ==Summary== Damage saturation occurs when a ship takes excessive damage to one of its compartments. When a certain...'</title>
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				<updated>2021-03-10T22:26:25Z</updated>
		
		<summary type="html">&lt;p&gt;Criou página com &amp;#039;&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;{{VideoYT|1jAaPu_FNLg|320}}&amp;lt;/div&amp;gt; ==Summary== Damage saturation occurs when a ship takes excessive damage to one of its compartments. When a certain...&amp;#039;&lt;/p&gt;
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==Summary==&lt;br /&gt;
Damage saturation occurs when a ship takes excessive damage to one of its compartments. When a certain amount of damage is inflicted on a compartment, it will be incapable of taking damage exceeding 10% of the shell's listed alpha damage. When a compartment is no longer capable of taking damage above 10% of the shell's listed alpha damage, it has become damage saturated.  &lt;br /&gt;
==Mechanics==&lt;br /&gt;
Ships are comprised of multiple compartments, including the bow, stern, citadel, casemate, and superstructure. Each of these compartments has a different hit point (HP) pool. There is also a shared &amp;quot;hull&amp;quot; compartment which takes damage whenever a local compartment takes damage.&lt;br /&gt;
&lt;br /&gt;
* Note: Some Battleships and large cruisers may have a second, &amp;quot;upper&amp;quot; casemate which is vertically divided from its regular casemate. There is nothing special about this sectional division except its location. It takes damage and can be saturated just like the bow, stern and superstructure compartments.&lt;br /&gt;
&lt;br /&gt;
* Note: Non-French destroyers (and [[Aigle]]) have an infinite HP pool in their casemate compartment, and thus it cannot become saturated. Penetrating hits to this compartment will always do full damage.&lt;br /&gt;
&lt;br /&gt;
The maximum HP for these compartments are always 105% of the ship’s maximum HP. The maximum HP of the &amp;quot;hull&amp;quot; compartment is always 75% of the ship's maximum HP. The difference between these two is taken up by the bow, casemate, upper casemate (if it exists), stern, and superstructure according to their total volume. What this means is that larger compartment generally contain more HP.&lt;br /&gt;
&lt;br /&gt;
=Incoming Damage=&lt;br /&gt;
&lt;br /&gt;
When a shell fully penetrates and damages a compartment, its damage is divided between the local compartment and the &amp;quot;hull&amp;quot; compartment. Shells which penetrate the citadel will not divide their damage. Overpenetrating hits will apply damage to the ship, but not to any compartment (this includes the &amp;quot;hull&amp;quot; compartment).&lt;br /&gt;
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If an Armor-Piercing (AP) shell fully penetrates, the compartment it damages will be the one where the shell exploded. This may be different from the compartment where the shell initially entered the ship, in the case of oblique hits or long fuze times.&lt;br /&gt;
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If a High-Explosive (HE) shell fully penetrates, the compartment it damages will be the one it initially contacted. Many ships have torpedo bulges which are not part of any compartment, and penetrating hits to these will not inflict damage on the ship nor any compartment.&lt;br /&gt;
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For example: An AP shell from [[Yamato]] has a nominal damage of 14,800. A penetrating hit on the citadel of another ship will do exactly that - 14,800 damage. A fully penetrating hit to the casemate of another ship will do 4,884 (33%) damage before saturation. 2,442 (16.5%) of this damage will be applied to the local casemate compartment. Another 2,442 (16.5%) of this damage will be applied to the &amp;quot;hull&amp;quot; compartment. If either of these compartments do not have enough HP, the damage will be reduced by the difference.&lt;br /&gt;
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Compartments, not including the citadel, have two thresholds. When the damage thresholds are reached, incoming damage will be reduced.&lt;br /&gt;
===First Damage Threshold (Local Saturation)===&lt;br /&gt;
When the first damage threshold is reached in a compartment, damage values are halved. At this stage, penetrating shells will do only 16.5% damage, all of it directed to the &amp;quot;hull&amp;quot; compartment. This effect occurs because the local compartment has had its HP reduced to 0. This stage can be identified by the appearance of visual blackening of the compartment. &lt;br /&gt;
===Second Damage Threshold (&amp;quot;Full&amp;quot; Saturation)===&lt;br /&gt;
When the second damage threshold is reached in a compartment, shell penetration damage is reduced to 10%. This is because the &amp;quot;hull&amp;quot; compartment has been completely depleted of HP. There is no visual difference between the first and second threshold, but shells will no longer inflict damage above the 10% mark. Once the &amp;quot;hull&amp;quot; compartment has been saturated all other compartments of the ship will behave as if they have reached the first saturation threshold since half of the damage dealt will be to the already depleted &amp;quot;hull&amp;quot; compartment.&lt;br /&gt;
===Other Effects===&lt;br /&gt;
====Citadel Hits====&lt;br /&gt;
Full penetrations of the citadel will always do 100% damage, regardless of the saturation status of the hull or other compartments.&lt;br /&gt;
====Fire, Flooding, Ramming &amp;amp; Over-penetration====&lt;br /&gt;
Damage from fire, flooding, ramming and over-penetations will not reduce any specific compartment’s HP pool. Rather, these only affect the total HP pool of the ship. A compartment with no HP remaining may still burn or flood normally and continue dealing damage to the ship.&lt;br /&gt;
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==Tips &amp;amp; Recommendations==&lt;br /&gt;
It is recommended that players be mindful of damage saturation when attacking an enemy ship. When firing at a ship's superstructure, watch for visual blackening, as shell penetrations will no longer be inflicting maximum potential damage. If shells stop inflicting damage completely, alter aim to focus on a different compartment.&lt;br /&gt;
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[[Category:Regras]]&lt;/div&gt;</summary>
		<author><name>caduzanon:na</name></author>	</entry>

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